30 lines
1.7 KiB
Markdown
30 lines
1.7 KiB
Markdown
|
# WorldSpawn
|
||
|
The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
|
||
|
We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had itechnical issues
|
||
|
the author would not ever get back to us about, so we had to take matters into our own hands.
|
||
|
Use it if you actually want to use the features listed below - note that they require a modified engine.
|
||
|
There's plenty of other editors for the first-party id Tech games.
|
||
|
|
||
|
## Key changes
|
||
|
- All texture coordinates use the Valve 220 format for compatibility with J.A.C.K. exported .map files
|
||
|
- Integration with our material system instead of long .shader files
|
||
|
- Support for vertex-color/alpha editing of patches using our new fixed patch format
|
||
|
- Support for VVM in the BSP compiler
|
||
|
- Support for HDR lightmaps in the BSP compiler
|
||
|
- Support for automatic cubemap surface-picking in the BSP compiler
|
||
|
- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
|
||
|
|
||
|
## Compiling
|
||
|
You can compile the editor directly from within the Nuclide src tree using the build_editor.sh script.
|
||
|
It'll also integrate it properly into the filesystem you're working with.
|
||
|
Other than that, it can be built in either debug or release form with the scripts provided in this tree.
|
||
|
|
||
|
The codebase also compiles the editor under MSYS2, but the compiler will currently segfault on NT.
|
||
|
|
||
|
## Support
|
||
|
The whole thing is held together with duct-tape.
|
||
|
The codebase it is based on is not very portable and while effort had been made to rectify that,
|
||
|
it's just such a time consuming affair.
|
||
|
If you've got any issues, feel free to let us know, but we can't promise any support right away.
|
||
|
Here be dragons, etc.
|